#version 300 es

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 tCoords;
layout (location = 2) in vec3 tNorm;

out vec2 tcoords;
out vec3 tnorm;

uniform mat4 view;
uniform mat4 pers;
uniform mat4 trans;
uniform mat4 roth;
uniform mat4 rotv;

void main() {
  tcoords = tCoords;
  tnorm = tNorm;
  gl_Position = pers*rotv*roth*view*trans*vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
